Master-Client network architecture achieving <50ms synchronization accuracy across standalone VR headsets.
VR Software Engineer
In a shared VR concert experience with 5+ Meta Quest 3 devices, standard network replication caused Frame Desynchronization (Drift) of >100ms due to variable packet arrival times. This latency variance caused severe motion sickness and broke immersion. The challenge was to ensure that `VideoPlayer.Play()` triggers at the exact same physical moment on all devices, regardless of individual network jitter.
NTP-like Time Synchronization Protocol
// Future Timestamp Execution Strategy
public void SchedulePlayback(long targetServerTime) {
// 1. Calculate precise local offset using RTT
// timeOffset = ServerTime - LocalTime - (RTT / 2)
long localTargetTime = targetServerTime - this.timeOffset;
// 2. Calculate exact wait duration
// WaitTime = TargetTime - CurrentLocalTime
double waitSeconds = (localTargetTime - DateTime.UtcNow.Ticks) / 10000000.0;
if (waitSeconds > 0) {
// 3. Schedule execution
StartCoroutine(ExecuteAtTime(waitSeconds, () => {
videoPlayer.Play(); // Triggers at the exact same physical moment
}));
} else {
// Fallback: Seek to correct position if packet arrived late
videoPlayer.time += Math.Abs(waitSeconds);
videoPlayer.Play();
}
}Initially, I used `socket.broadcast.emit` to sync time, but this flooded the main thread of client devices (O(n^2) message complexity), causing stuttering. I refactored the architecture to use Targeted Emits (`io.to(guestId).emit`). This reduced CPU overhead by selectively sending correction data only to clients that drifted beyond the ±3 frame threshold, prioritizing network stability over constant updates.
Developed a real-time CSV logging system to record `CurrentFrame` from all clients during stress tests. Implemented a Fail-Safe LOD (Level of Detail) system where devices exceeding 150ms RTT automatically downgrade video resolution to maintain synchronization priority. Disconnected clients can hot-swap back into the session using the calculated global time offset without restarting the experience.
Achieved ±1~2 Frame Synchronization (approx. 33ms) accuracy across 5 concurrent devices, validated through frame-logging metrics. This architecture was deployed commercially for the "SM REALIVE" K-Pop VR Theater, where the automated Docker/Kiosk Mode deployment pipeline reduced on-site setup time by 50%.

Frame Index Comparison

Frame Index Comparison